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Discussion / Re: 2.5 sucks completely
« on: April 28, 2013, 01:03:04 pm »
Hi
I started the Mary Sue thread and haven't posted much since so just to quickly summarize where we are from my POV - constructively!
Firstly I like the weight enhancements and the simplification of the weapons classes / skills (IMO "heavy" + "High Explosive" made better sense if merged). The AI and game rules are, IMO, overcomplicating things and this is where some of the issues crop up.
Perhaps the answer is to have a sanity check on how the gameplay can be made a bit more intuitive. A good start would be to ensure heavy/HE weapons need to be two-handed across the board. Anything designed to be held in one hand shouldn't be "heavy".
RF should be a dual concept thing: reacting to an unexpected enemy appearance, AND "lying in wait". At the moment it's all of the former, none of the latter.
I'd like to see the RF modes set to either. So, for example, sniper shots given an accuracy boost if the soldier is holding the weapon "2-handed" AND knelt/lying down at the end of the round if he/she is "lying in wait" rather than standard RF but there should be a time penalty for enabling that mode in addition to having enough movement points left over to pull off an aimed shot with an accuracy boost.
Standard RF should apply if an alien walks into view and shoots at your grunt who just happens to be holding a laser rifle in one hand so he/she can retaliate. Only snap shots or "spray shots" should be used unless the soldier is armed with a light one-handed weapon like a plasma pistol. No human or alien should be able to pull off a sniper shot or an aimed shot when shooting a heavy/2 handed weapon from the hip while standing up.
The aliens should be subjected to these exact same conditions.
Secondly the aliens should have one penalty than your grunts don't because your grunts should have the element of surprise and have a good idea where they'll be in relation to the dropship, whereas even if they are expecting organised resistance the aliens have other mission goals, like terrorizing citizens and rounding up cattle.
So if you've got an alien with a grenade in one hand and a heavy weapon in the other walking out of a building and seeing the dropship in Round One, it shouldn't be able to pull off a pinpoint-accurate aimed shot in the Round 2 RF unless it's dropped the item in the other hand, knelt down and preserved enough TUs to actually perform that shot after its round has ended.
Or something like that.
I started the Mary Sue thread and haven't posted much since so just to quickly summarize where we are from my POV - constructively!
Firstly I like the weight enhancements and the simplification of the weapons classes / skills (IMO "heavy" + "High Explosive" made better sense if merged). The AI and game rules are, IMO, overcomplicating things and this is where some of the issues crop up.
Perhaps the answer is to have a sanity check on how the gameplay can be made a bit more intuitive. A good start would be to ensure heavy/HE weapons need to be two-handed across the board. Anything designed to be held in one hand shouldn't be "heavy".
RF should be a dual concept thing: reacting to an unexpected enemy appearance, AND "lying in wait". At the moment it's all of the former, none of the latter.
I'd like to see the RF modes set to either. So, for example, sniper shots given an accuracy boost if the soldier is holding the weapon "2-handed" AND knelt/lying down at the end of the round if he/she is "lying in wait" rather than standard RF but there should be a time penalty for enabling that mode in addition to having enough movement points left over to pull off an aimed shot with an accuracy boost.
Standard RF should apply if an alien walks into view and shoots at your grunt who just happens to be holding a laser rifle in one hand so he/she can retaliate. Only snap shots or "spray shots" should be used unless the soldier is armed with a light one-handed weapon like a plasma pistol. No human or alien should be able to pull off a sniper shot or an aimed shot when shooting a heavy/2 handed weapon from the hip while standing up.
The aliens should be subjected to these exact same conditions.
Secondly the aliens should have one penalty than your grunts don't because your grunts should have the element of surprise and have a good idea where they'll be in relation to the dropship, whereas even if they are expecting organised resistance the aliens have other mission goals, like terrorizing citizens and rounding up cattle.
So if you've got an alien with a grenade in one hand and a heavy weapon in the other walking out of a building and seeing the dropship in Round One, it shouldn't be able to pull off a pinpoint-accurate aimed shot in the Round 2 RF unless it's dropped the item in the other hand, knelt down and preserved enough TUs to actually perform that shot after its round has ended.
Or something like that.